Great Weapon Master. On Jimmy's turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 HP with one, he can make one melee weapon attack as a bonus action. Before he makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Lucky (3/Day). Jimmy has 3 luck points per long rest. Whenever he makes an attack roll, an ability check, or a saving throw (or when an attack roll is made against him), he can spend one to roll an additional d20 and he chooses which die to use. He can choose to spend luck points after he rolls the die, but before the outcome is determined.
Sharpshooter. Attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls and his ranged weapon attacks ignore half cover and three-quarters cover. Before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Celestial Resistance. Jimmy has resistance to necrotic damage and radiant damage.
Indomitable. Jimmy can reroll a saving throw that he fails - he must use the new roll. You can use this 1 time per long rest.
Divine Health. Immune to disease.
Spellcasting. Jimmy is an 8th-level spellcaster. His spellcasting ability is charisma (spell save DC 19, +11 to hit with spell attacks). Jimmy has the following paladin spells prepared:
Cantrips (at will): Light
1st level (4): Armor of Agathys, Command, Cure Wounds, Shield of Faith, Thunderous Smite, Wrathful Smite
2nd level (3): Hold Person, Spiritual Weapon, Moonbeam (at will), Armor of Agathys (2nd), Command (2nd), Cure Wounds (2nd)
3rd level (3): Armor of Agathys (3rd), Command (3rd), Cure Wounds (3rd), Spiritual Weapon (3rd)Aura of Vitality, Bestow Curse, Blinding Smite, Crusader's Mantle, Dispel Magic, Fear, Remove Curse
4th level (3): Armor of Agathys (4th), Command (4th), Cure Wounds (4th), Bestow Curse (4th), Dispel Magic (4th), Hold Person (4th), Spiritual Weapon (4th), Dominate Beast, Find Greater Steed, Staggering Smite, Stoneskin
5th level (2): Armor of Agathys (5th), Command (5th), Cure Wounds (5th), Bestow Curse (5th), Dispel Magic (5th), Hold Person (5th), Spiritual Weapon (5th), Dominate Beast (5th), Destructive Wave, Dominate Person, Banishing Smite, Cloudkill, Holy Weapon
8th level (1): Control Weather
Multiattack. Jimmy can make two melee attacks.
Holy Avenger Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 11 (2d10) radiant damage to undead or fiends.
Bow of the Sun, Moon, and Stars. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 6) radiant damage plus 4(1d8) radiant damage against undead and fiends.
Channel Divinity: Concurring Presence (1/Short Rest). As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 19) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns.
/OR/
Channel Divinity: Guided Strike (1/Short Rest). When Jimmy makes an attack roll, he can use Channel Divinity to gain a +10 bonus. He can choose to do so after the roll but before knowing the result.
Radiant Soul (1/Long Rest). Once per long rest as an action, Jimmy can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until he ends it as a bonus action, he has a flying speed (30 ft.), and once per turn he can have one attack or spell deal 20 in additional radiant damage to one target.
Divine Sense. As an action, jimmy can detect good and evil. Until the end of his next turn, he can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. He can use this feature 6 times per long rest.
Healing Hands. Once per long rest as an action, touch a creature and restore 20 hit points.
Invincible Conqueror. Once per long rest, as an action, Jimmy can gain resistance to all damage, He can make one additional attack as part of the Attack action on his turn, and his melee weapon attacks score a critical hit on a roll of 19 or 20 for 1 minute.
Lay on Hands. Jimmy has a pool of healing power that can restore 100 HP per long rest. As an action, he can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Two-Weapon Fighting. As a bonus action, another attack can be made but the ability modifier isn't added to the damage.
Opportunity Attack. When a target creature leaves a 5ft space next to Jimmy he can make a single attack.
Protection. While wielding a shield and a creature Jimmy can see attacks a target other than him within 5 ft., he can use his reaction to impose disadvantage on the attack roll.
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Posted Mar 8, 2024Why does it refer to the monster as jimmy?